update on_physics_update & update standard components
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@@ -95,7 +95,6 @@ void LevelController::update(float delta, bool pause) {
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if (!pause) {
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// update all objects that needed
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blocks->update(delta, settings.chunks.padding.get());
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level->entities->updatePhysics(delta);
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level->entities->update(delta);
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for (const auto& [_, player] : *level->players) {
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if (player->isSuspended()) {
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@@ -139,7 +139,7 @@ namespace scripting {
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void on_entity_fall(const Entity& entity);
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void on_entity_save(const Entity& entity);
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void on_entities_update(int tps, int parts, int part);
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void on_entities_physics_update(int tps, int parts, int part);
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void on_entities_physics_update(float delta);
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void on_entities_render(float delta);
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void on_sensor_enter(const Entity& entity, size_t index, entityid_t oid);
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void on_sensor_exit(const Entity& entity, size_t index, entityid_t oid);
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@@ -279,13 +279,11 @@ void scripting::on_entities_update(int tps, int parts, int part) {
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lua::pop(L);
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}
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void scripting::on_entities_physics_update(int tps, int parts, int part) {
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void scripting::on_entities_physics_update(float delta) {
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auto L = lua::get_main_state();
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lua::get_from(L, STDCOMP, "physics_update", true);
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lua::pushinteger(L, tps);
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lua::pushinteger(L, parts);
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lua::pushinteger(L, part);
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lua::call_nothrow(L, 3, 0);
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lua::pushnumber(L, delta);
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lua::call_nothrow(L, 1, 0);
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lua::pop(L);
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}
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